Technology Enhanced Learning at Sussex

TEL Innovation Scheme Case Studies 2015

From doing punk online to DIY microscopes, the 2015 Technology Enhanced Learning Innovation Scheme (since renamed Digital Practice Awards) funded a range of projects which enhanced the learning experience of University of Sussex students. Watch the video case studies below to find out more.

DIY Digital: Doing Punk Online

Physical Computing Workshop: A Joint Venture Across Campus

DIY Digital Microscope

Multiplayer Online Experiments for Advanced Microeconomics

 

DIY Digital: Doing Punk Online

Dr Lucy Robinson & Dr Chris Warne

This project, from the School of History, Art History and Philosophy, brought together students and teachers from the third year module 'Post Punk Britain' to explore the uses of technology to facilitate student-directed teaching and learning. The project intended to use open source resources, including podcasts, social networks, online forums and Padlet walls, to create digital resource kits. 

 DIY Digital: Doing Punk Online case study [PDF 205.15KB]

 

Physical Computing Workshop: A Joint Venture Across Campus

Dr Marianna Obrist 

Submitted by staff from both the School of Engineering and Informatics and the School of Media, Film and Music, this project explored physical computing through two workshops in which students from across the university came together to develop robots which respond to the analogue world.

 Physical Computing Workshop: A Joint Venture Across Campus case study [PDF 694.11KB]

 

DIY Digital Microscope

Prof Jonathan Bacon & Harry Kent

Harry Kent, a third year Life Sciences student at the time of the project, developed a low cost portable device to provide a novel approach to the teaching of aspects of animal locomotion, allowing students at both university and secondary school level to integrate their learning of biological principals and computer coding.

 DIY Digital Microscope case studies [PDF 179.96KB]

 

Multiplayer Online Experiments for Advanced Microeconomics

Dr Dimitra Petropoulou

This project from the School of Business, Management and Economics introduced the concept of gamification to an Economics course through the use of muliplayer online games. These games were intended to compliment the theory learnt in class with practical interaction between students.

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